[–] 5 points 3 months ago (1 child)

I'm guessing it something about the texture you use not being a unique resource. You mighwant to learn about "make unique" and the like, but i'm not sure.

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  • [–] [S] 1 point 3 months ago*

    v4. 7.1.64 or later should drastically improve loading performance. I find it acceptable with it, if not outstanding of course.

    Turns out among other things, I was loading the PCK and the WASM blob twice depending on web server behaviour. 🤪

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  • [–] [S] 3 points 3 months ago*

    Hi, I'm glad you like it! Currently I just started, so have only this. Possible to add something else fitting the game, but what's already decided: ships will be modular and have a crew with personalities, please keep watching.

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  • [–] 3 points 3 months ago (1 child)

    Not a game dev or even much of a programmer but this is an excellent debugging postmortem, thanks!

    I am a space nerd with a few hundred hours in Kerbal Space Program, however, and your drunk yaw and inertial overshoot intrigue me. It sounds like you have a good grasp on guidance/navigation/control concepts and the math dictating them; good work on those fixes.

    How detailed are your ship physics? Looks like you have the essentials; momentum/inertia and accel/velocity/displacement. Do you model center of gravity/mass/inertia as well? Jerk maybe?

    Also curious how multi-planetary physics work in a game's physics engine; how many gravity wells do you model at once?

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  • [–] 1 point 3 months ago

    Fair! I haven't specifically dealt with VFX yet, but I have no problem taking your word for it.

    I was more trying to counter this weirdly persistent myth from bygone days that Godot's 3D capabilities are somehow jank and underbaked, just because maybe in terms of raw, niche benchmarks, it isn't a 1:1 rival to Unreal's Nanite or something.

    It's as if garage/bedroom-studio indies are worried they'll invest effort into the engine and scripting language and make a great fantastic game except...!

    Their incredible AAAA (unoptimized) Blender artwork they made all by themselves won't import or render properly so the whole thing will be a wash. Lol

    I'm sure workflow could always be improved, but indies should absolutely not be scared to use Godot for 3D projects. :p

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  • [–] 2 points 3 months ago

    That's is actually pretty common for programming languages. You first write a minimal compiler in some other language that only implements the features necessary to compile the full version, written in its own language, then you use the full compiler to recompile itself.

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  • [–] 2 points 3 months ago

    Oh, wow I did not saw that its really impressive that would have made some investors really happy :)

    Really like that the core maintainers are very much behind the idea of FOSS and are embracing letting people alter the code and do whatever they feel like with it. They even link to this lemmy comm on their community page: https://godotengine.org/community/ which is cool to see.

    And the licence is open enough so that forking it is not problematic https://www.redotengine.org/ Dont think this i ever needed in a big way but makes the decision on what engine to learn ever so much easier knowing that Godot will stay for quite a while.

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  • [–] 1 point 3 months ago (1 child)

    In a GodotCon2025 talk from someone from the GodotFoundation going into the numbers they said the engine is growing 40%-60% each year at the moment and will be as big as Unity in 2028/2029. Really mind-blowing to think this probably largely is due to Unity's self-inflicted enshittyfication.

    So I think it’s safe to say Godot is really here to stay. I also feel like they’re really well aligned internally to do just that. In that talk they also talked about how apparently Unity’s budget barely covers just keeping up the status quo. So they aren’t improving and delivering many new featuring anymore.

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  • [–] 6 points 3 months ago

    The recent redesign made a big jump for that. It went from and ugly and user hostile experience to something that actually feels ok after some learning. It definitely has a ways to go but it's so much better than before.

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  • [–] 2 points 3 months ago

    Yeah. I'm a hobbyist game dev who's used Unreal, Unity and Godot for projects in the past. I'm a software engineer by trade and am familiar with C++, C#, and GDScript. While the other engines out perform Godot, I find that I simply enjoy using Godot more than the others. I find myself happier when making games in Godot versus the other two. With that in mind, it makes perfect sense that it gets used more in game jams than the others, those are supposed to be fun

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  • [–] 1 point 3 months ago

    That's something I've wondered about when seeing game asset packs on humble bundle, if you buy the license to use the assets, can you use them with a different engine? They usually say Unity or Unreal on it, but I've never been sure if that just meant they are packaged for that engine or you can only use them with that engine, even if you convert the data or write/get an importer for another engine or your own custom one.

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  • [–] 1 point 3 months ago

    Godot's 2D support is a pixel-perfect first-class citizen. None of that "fake 2D in a 3D engine" stuff. (Although you could if you wanted!)

    The only hiccups I foresee is videos in Godot tend to need to be kinda just right as far as file formatting and stuff... I think most of this is codec related.

    But hey, once you figure out a workflow / pipeline to make those videos, you'd have it down. :)

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  • [–] 1 point 3 months ago (2 children)

    Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!

    But I can't help but laugh at all these aspiring indies in my camp, who are learning, haven't released anything, etc...clamoring about "But the GRAPHIC CAPABILITIES THO."

    Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar's very best work? 'Kay, MIGHT have a point.

    Otherwise, Godot is more than fine, and casual observers really really don't give it enough credit for how well it handles 3D.

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  • [–] 4 points 3 months ago* (3 children)

    GDQuest has this awesome little intro course / program they coded in Godot itself which is pretty rad.

    https://gdquest.itch.io/learn-godot-gdscript

    (Fun trivia: the Godot editor itself...is a Godot program. 🤯)

    Give it a shot and see what you think! :)

    Also of note: KidsCanCode and GameDev.tv are fantastic for beginners as well.

    I'm still quite the awkward newblet with coding, but I've been taking GDQuest's "From Zero" courses and they're awesome. They've had a huge hand in shaping the current engine documentation and stuff too.

    Hope that helps you get started a bit more confidently! :)

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  • [–] 2 points 3 months ago* (last edited 3 months ago)

    It's pretty good as long as you're not targeting high end visuals. Medium end is fine most of the time. With the Nvidia branch you can do high end with ray tracing, and people are currently working on getting more ray tracing features in the main engine.

    The ssao and ssgi is still kinda terrible but there's a PR open right now to improve it

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